A model for automated topic spotting in a mobile chat based mathematics tutoring environment
- Authors: Butgereit, Laura Lee
- Date: 2012
- Subjects: Mobile communication systems in education , Mathematics -- Study and teaching , Tutors and tutoring -- Mathematics
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:9809 , http://hdl.handle.net/10948/d1013741
- Description: Systems of writing have existed for thousands of years. The history of civilisation and the history of writing are so intertwined that it is hard to separate the one from the other. These systems of writing, however, are not static. They change. One of the latest developments in systems of writing is short electronic messages such as seen on Twitter and in MXit. One novel application which uses these short electronic messages is the Dr Math® project. Dr Math is a mobile online tutoring system where pupils can use MXit on their cell phones and receive help with their mathematics homework from volunteer tutors around the world. These conversations between pupils and tutors are held in MXit lingo or MXit language – this cryptic, abbreviated system 0f ryting w1ch l0ks lyk dis. Project μ (pronounced mu and indicating MXit Understander) investigated how topics could be determined in MXit lingo and Project μ's research outputs spot mathematics topics in conversations between Dr Math tutors and pupils. Once the topics are determined, supporting documentation can be presented to the tutors to assist them in helping pupils with their mathematics homework. Project μ made the following contributions to new knowledge: a statistical and linguistic analysis of MXit lingo provides letter frequencies, word frequencies, message length statistics as well as linguistic bases for new spelling conventions seen in MXit based conversations; a post-stemmer for use with MXit lingo removes suffixes from the ends of words taking into account MXit spelling conventions allowing words such as equashun and equation to be reduced to the same root stem; a list of over ten thousand stop words for MXit lingo appropriate for the domain of mathematics; a misspelling corrector for MXit lingo which corrects words such as acount and equates it to account; and a model for spotting mathematical topics in MXit lingo. The model was instantiated and integrated into the Dr Math tutoring platform. Empirical evidence as to the effectiveness of the μ Topic Spotter and the other contributions is also presented. The empirical evidence includes specific statistical tests with MXit lingo, specific tests of the misspelling corrector, stemmer, and feedback mechanism, and an extensive exercise of content analysis with respect to mathematics topics.
- Full Text:
- Date Issued: 2012
- Authors: Butgereit, Laura Lee
- Date: 2012
- Subjects: Mobile communication systems in education , Mathematics -- Study and teaching , Tutors and tutoring -- Mathematics
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:9809 , http://hdl.handle.net/10948/d1013741
- Description: Systems of writing have existed for thousands of years. The history of civilisation and the history of writing are so intertwined that it is hard to separate the one from the other. These systems of writing, however, are not static. They change. One of the latest developments in systems of writing is short electronic messages such as seen on Twitter and in MXit. One novel application which uses these short electronic messages is the Dr Math® project. Dr Math is a mobile online tutoring system where pupils can use MXit on their cell phones and receive help with their mathematics homework from volunteer tutors around the world. These conversations between pupils and tutors are held in MXit lingo or MXit language – this cryptic, abbreviated system 0f ryting w1ch l0ks lyk dis. Project μ (pronounced mu and indicating MXit Understander) investigated how topics could be determined in MXit lingo and Project μ's research outputs spot mathematics topics in conversations between Dr Math tutors and pupils. Once the topics are determined, supporting documentation can be presented to the tutors to assist them in helping pupils with their mathematics homework. Project μ made the following contributions to new knowledge: a statistical and linguistic analysis of MXit lingo provides letter frequencies, word frequencies, message length statistics as well as linguistic bases for new spelling conventions seen in MXit based conversations; a post-stemmer for use with MXit lingo removes suffixes from the ends of words taking into account MXit spelling conventions allowing words such as equashun and equation to be reduced to the same root stem; a list of over ten thousand stop words for MXit lingo appropriate for the domain of mathematics; a misspelling corrector for MXit lingo which corrects words such as acount and equates it to account; and a model for spotting mathematical topics in MXit lingo. The model was instantiated and integrated into the Dr Math tutoring platform. Empirical evidence as to the effectiveness of the μ Topic Spotter and the other contributions is also presented. The empirical evidence includes specific statistical tests with MXit lingo, specific tests of the misspelling corrector, stemmer, and feedback mechanism, and an extensive exercise of content analysis with respect to mathematics topics.
- Full Text:
- Date Issued: 2012
User experience metrics for Dr Math
- Authors: Ngaye, Zonke
- Date: 2012
- Subjects: Mathematics -- Data processing , Mathematical models , Mathematics -- Study and teaching , Numerical analysis
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9799 , http://hdl.handle.net/10948/d1012036 , Mathematics -- Data processing , Mathematical models , Mathematics -- Study and teaching , Numerical analysis
- Description: The purpose of this research study is to propose guidelines for providing a positive user experience for pupils using Dr Math®. User experience was found to have a positive impact on the acceptance and adoption of a product. Thus the proposed guidelines contribute in maximizing the adoption and acceptance of Dr Math® among pupils. This study begins with an introductory chapter that describes the problem that forms the basis for this research. The chapter defines the objectives that this study is intended to achieve in order to accomplish its ultimate goal. The methodology followed to conduct this research study as well as its scope are also defined here. The results from a preliminary survey revealed that despite its potential accessibility, Dr Math® has a low adoption rate. However, when compared to other mobile learning (m-learning) applications for mathematics learning, Dr Math® is more popular. Thus Dr Math® was selected as a case for study. Chapter 2 of this study provides a detailed description of Dr Math® as a local mobile application for mathematics learning. It was found that the affordability and accessibility of Dr Math® did not necessarily imply a high adoption rate. There are various possible barriers to its low adoption. User experience (UX), which is the focus of this study, is one of them. Thus, a subsequent chapter deals with UX. Chapter 3 discusses UX, its scope, components and definition and places particular emphasis on its significance in the success of any product. The chapter also highlights the characteristics of a positive UX and the importance of designing for this outcome. In Chapter 4, a discussion and justification of the methodology used to conduct this research is discussed. This study primarily employs a qualitative inductive approach within an interpretivism paradigm. An exploratory single case study was used to obtain an in-depth analysis of the case. Data was collected using Dr Math® log files as a documentary source. Gathered data was then analysed and organized into themes and categories using qualitative content analysis as outlined in Chapter 5. Also the findings obtained from the results, which are mainly the factors that were found to have an impact on the user interaction with Dr Math®, are presented here. The identified factors served as a basis from which the guidelines presented in Chapter 6 were developed. Chapter 7 presents the conclusions and recommendations of the research. From both theoretical and empirical work, it was concluded that Dr Math® has the potential to improve mathematics learning in South Africa. Its adoption rate, however, is not satisfying: hence, the investigation of the factors impacting on the user interaction with Dr Math®, from which the proposed guidelines are based.
- Full Text:
- Date Issued: 2012
- Authors: Ngaye, Zonke
- Date: 2012
- Subjects: Mathematics -- Data processing , Mathematical models , Mathematics -- Study and teaching , Numerical analysis
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9799 , http://hdl.handle.net/10948/d1012036 , Mathematics -- Data processing , Mathematical models , Mathematics -- Study and teaching , Numerical analysis
- Description: The purpose of this research study is to propose guidelines for providing a positive user experience for pupils using Dr Math®. User experience was found to have a positive impact on the acceptance and adoption of a product. Thus the proposed guidelines contribute in maximizing the adoption and acceptance of Dr Math® among pupils. This study begins with an introductory chapter that describes the problem that forms the basis for this research. The chapter defines the objectives that this study is intended to achieve in order to accomplish its ultimate goal. The methodology followed to conduct this research study as well as its scope are also defined here. The results from a preliminary survey revealed that despite its potential accessibility, Dr Math® has a low adoption rate. However, when compared to other mobile learning (m-learning) applications for mathematics learning, Dr Math® is more popular. Thus Dr Math® was selected as a case for study. Chapter 2 of this study provides a detailed description of Dr Math® as a local mobile application for mathematics learning. It was found that the affordability and accessibility of Dr Math® did not necessarily imply a high adoption rate. There are various possible barriers to its low adoption. User experience (UX), which is the focus of this study, is one of them. Thus, a subsequent chapter deals with UX. Chapter 3 discusses UX, its scope, components and definition and places particular emphasis on its significance in the success of any product. The chapter also highlights the characteristics of a positive UX and the importance of designing for this outcome. In Chapter 4, a discussion and justification of the methodology used to conduct this research is discussed. This study primarily employs a qualitative inductive approach within an interpretivism paradigm. An exploratory single case study was used to obtain an in-depth analysis of the case. Data was collected using Dr Math® log files as a documentary source. Gathered data was then analysed and organized into themes and categories using qualitative content analysis as outlined in Chapter 5. Also the findings obtained from the results, which are mainly the factors that were found to have an impact on the user interaction with Dr Math®, are presented here. The identified factors served as a basis from which the guidelines presented in Chapter 6 were developed. Chapter 7 presents the conclusions and recommendations of the research. From both theoretical and empirical work, it was concluded that Dr Math® has the potential to improve mathematics learning in South Africa. Its adoption rate, however, is not satisfying: hence, the investigation of the factors impacting on the user interaction with Dr Math®, from which the proposed guidelines are based.
- Full Text:
- Date Issued: 2012
- «
- ‹
- 1
- ›
- »